OK, took me like two weeks to find the time to post here... Needless to say, the mod hasn't made much progress.
the definition where a craft can land is not "type: 1" anymore but "group: 1"
so adding "group: 1" for all "type: 1" should help
group 2-4 is used for the operation addline (to make roads)
so here hopefully one can do a similar fix
i did not see anything in the scripts in reagerd to the old "type: 5...8" i assume its not used anymore
That would explain a lot.
How do you know this, Falko? The Ufopaedia says nothing on the matter. Is there any further info available? Can I delete the "type: 1" entry, or does it need to stay? Do I change "type: 2" to "group: 2" etc.?
Question, do Muton Praetorians fall under the leader category for research purposes? {a glance at the ruleaset implies no, but I might be misreading}
No, they shouldn't give you Leader-only information. They only fill the leader slot.
Also, what are the steps required for adding/replacing a new alien sprite? I did some basic race recolors a while back, but I realized that I need to recolor the inventory sprites as well {at the very least}. Is there a tutorial or something one might recommend?
Sadly, I do not know any tutorial. The most important partis to stick to the same palette, so using an appropriate image editor is essential; Photoshop would be good, and reportedly some other software that I can't remember (but not GIMP, unless you really know well how to work with it, and certainly not Paint).
Looking for some info. I'm cheesing by playing with the 'always daytime' mod on, but I noticed rather quickly that several missions were still at night. I've managed to find a couple of them and add them to the daytime mod, buy I'm still missing a few. Could you please list off all the different ground missions that this mod adds? I've tried going through the .rul file but again I'm still missing some. Most if not all of the missing ones have to do with MiB.
Are you looking for a list of custom missions added to the FMP? Please specify, and I'll help as I can.
I've been experimenting with the dart rifle requirements a bit. The idea is that, because of the increasing variety of alien species being introduced into the mod {no complaints there!}, locking research behind specific aliens puts too much emphasis on random chance of those aliens appearing {last game, for example, I didn't encounter floaters until the following year}. So, I've tried hammering out a different approach.
The idea is to break the aliens into specific brackets for mid and late game, then require the dart research to depend on either of several aliens for each prerequisite.
To simplify, for example, for dart clip B, one needs to autopsy a Floater OR a Chtonite, plus a Reaper/Spitter, a Sectoid/Anthropod, Waspite/Tunlun, Snakeman/Reptoid and finally Chrysalis/Salamandron.
The tweaked ruleset is in the attachment - I'm testing it right now.
It's certainly a good idea which I should have implemented some time ago, but I never found the time. I'll gladly accept some help here. For now I won't be integrating anything, so please take your time with the testing, and I'll certainly consider you a helping hand!
Can I make the suggestion of, as the game progresses, either increasing the weight of mixed crew craft, or increasing the frequency of alien medics? Swapping one of the navigators for a medic in the fighter ship deployments might make them less useless.
Sure, this could be changed. I like mixed crews too, I'm just hesitating on the exact percentages.
My biggest complaint has got to be research and pacing. I got the research done to go to mars before I ever got power armor, plasma weapons, or even the avenger.
Well, it happens; not always, but sumetimes it does. But is this really bad? While discovering alien conspiracy is difficult, it's definitely as hard as actually going to a different planet with decent gear and blow up their HQ! Sure, in the vanilla game you usually could get the best stuff before you were able to crack most of these secrets, and it made some sense too, plot-wise, but I think it wasn't exactly better. But these are just my musings; I won't be defending this position to the death, so changes are possible.
Of the original aliens, I've seen chryssalids, snakes, floaters, and ethereals. Cyberdiscs, reapers and sectoids. I haven't seen a muton, silicoid, and possibly others? I didnt see chryssalids until november, floaters in september. I can't recall all of them. I keep getting MiB missions, when they are really nothing more than an annoyance.
I LOVE all the new races, while I know you aren't responsible for their existence, it is really nice to have so many. But researching most of them seems to be pointless.
This is just random number gods' work. The way the game works, you can repeatedly fight the same two or three races over a bigger part of the year and not see anything else. There's not much I can do here!
And I personally think MiBs are more dangerous than many aliens, especially when they use plasma guns.
And to go along with aliens, spitters seem to have at least three different corpses. Only one of them gives you the UFOpaedia insert, the rest do nothing.
Sadly, I don't know how to fix this. It's the same in Robin's original mod.
A lot of the research seems to just be fluff and filler. Trying to figure out what is needed to research certain weapons is annoying. I got the stun launcher researchedz but never did figure out what gave me the research for the stun bomb. And stun the crap out of everything! I usually bring back at least 80% of the aliens on a mission alive. (Selling live aliens nets twice as much as dead with that mod on.)
Yeah, I added some empty techs to move plasma weapons further away and also organize the progress more logically. I'll try to add some fun stuff to some of these techs, but it ain't easy.
RE: Alien Remix
I love this mod, adds a lot of randomness to missions. However, FMP currently uses a lot of user made aliens as well, would they get the remix treatment as well?
I haven't worked on the Alien remix yet. For now we have mixed crews, which is sort of the same thing.
Yes. Unfortunaltelly, the same mistake appears (returning to Windows on starting terrorsites, without error information)
Might be related to the recent changes in the terrain code. Or maybe you're just missing some files?
Oh, and Quinch: have fun with recolouring.
I actually want to change the chtonites' sprite to adjust it to the inventory picture by Duke Falcon (with metal pauldrons and goggles), but it's a lot of work.